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Control
Joined: Tue Dec 12, 2006 1:09 am Posts: 698 Location: Plymouth, NC
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Have you messed with the Base.rte? Please say you didn't.
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Wed Jun 27, 2007 12:46 am |
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FireBlizzard
Joined: Wed May 23, 2007 12:08 pm Posts: 533 Location: In hells Ironic Punishment Department (Canada, ON)
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i dont think i did... 1 sec ima edit this after i move B.E.D.S file out...
i forgot that originally i added something to devices in Base.rte soooo... i got the thing to load... but it didnt appear inside my weapons list how do i fix that... (i think i read something similar to this b4 XD)
EDIT 1 : (i hope im not annoying you at all and i mean that)
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Wed Jun 27, 2007 12:48 am |
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Control
Joined: Tue Dec 12, 2006 1:09 am Posts: 698 Location: Plymouth, NC
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FireBlizzard wrote: i dont think i did... 1 sec ima edit this after i move B.E.D.S file out...
i forgot that originally i added something to devices in Base.rte soooo... i got the thing to load... but it didnt appear inside my weapons list how do i fix that... (i think i read something similar to this b4 XD)
EDIT 1 : (i hope im not annoying you at all and i mean that)
Um.....I doubt it's the buyable variable, I don't think that's in the gun template by default...but if there is one make sure it's not set to 0.
Take out all the stuff, delete the old folder it was in, make a new folder with the same name, and put the stuff back in. There was a problem like this in another mod, and that's how it was fixed. That should work.
And I'm not annoyed in the least, I live to help.
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Wed Jun 27, 2007 1:33 am |
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FireBlizzard
Joined: Wed May 23, 2007 12:08 pm Posts: 533 Location: In hells Ironic Punishment Department (Canada, ON)
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thank you i will delete the folder and make a new one and ima wait for The Fat Sand Rat to edit my weapon (which he will get credit for doing so and you will get credit for helping me) i like to give Credit XD...
EDIT 1 : What's this "GetsHitByMOs = 0" for???
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Wed Jun 27, 2007 1:48 am |
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Control
Joined: Tue Dec 12, 2006 1:09 am Posts: 698 Location: Plymouth, NC
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It's whether or not something gets hit by bullets, objects, etc.
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Wed Jun 27, 2007 5:24 am |
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FireBlizzard
Joined: Wed May 23, 2007 12:08 pm Posts: 533 Location: In hells Ironic Punishment Department (Canada, ON)
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Thank you
so if it's 0 it shouldnt be hit by (computer's) bullets. (and if it's higher the it should be attacked by the computer right)
EDIT 1 : (computer wont attack the thing i mean... atleast not on purpose right???)
EDIT 2 : Gun000 its gun not firing/Gun001 is gun firing... is that right???
EDIT 3 : Could you tell me how to make an actor (human type actor) that has a tail and if posible regains health... how do i make sharp aim longer or shorter for my gun??? (tail because i wanna make my very own type of actor series later (whch go best with my weapons) and have them original, my ype of original XD)
EDIT 4 : Back to the GetsHitByMOs = 0 thing does that mean if it's hit by something it wont be affected by the impact or anything??? (... do you know how to make it so the computer doesnt "see" an actor basically make it so the computer doesnt attack it???)
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Wed Jun 27, 2007 11:03 am |
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Control
Joined: Tue Dec 12, 2006 1:09 am Posts: 698 Location: Plymouth, NC
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If GetsHitByMOs is 0, the computer will still attack it, but the bullets will just go through it. I don't know how to make the computer ignore something, never tried.
Gun000 is not firing and Gun001 is firing, that's right.
For a tail...um...you might be able to just attach it onto the body sprite, but it won't move, that's an interesting idea. For the regaining health thing, you have to define an AEmitter for the actor's entry and/or exit wound and make it have negative EmissionDamange.
Make SharpLength higher or lower to change the sharp aim distance.
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Wed Jun 27, 2007 8:16 pm |
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FireBlizzard
Joined: Wed May 23, 2007 12:08 pm Posts: 533 Location: In hells Ironic Punishment Department (Canada, ON)
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thank you ima try this RIGHT after i make a vid...
EDIT 1 : i did want the tail to gib though (not that it would be easy to make stuff like that XD)
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Wed Jun 27, 2007 9:35 pm |
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Control
Joined: Tue Dec 12, 2006 1:09 am Posts: 698 Location: Plymouth, NC
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Tail wouldn't be able to gib by itself, but you could make it gib when the body gibs.
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Wed Jun 27, 2007 10:30 pm |
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FireBlizzard
Joined: Wed May 23, 2007 12:08 pm Posts: 533 Location: In hells Ironic Punishment Department (Canada, ON)
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i think ill let it go without a tail (well ima make the tail on a body)
Posted after 1 hour 16 minutes 3 seconds:
EDIT 2 : i dont knowhow to change it from 1 handed weapon to 2 handed... could you please tell me how???
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Thu Jun 28, 2007 12:26 am |
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Control
Joined: Tue Dec 12, 2006 1:09 am Posts: 698 Location: Plymouth, NC
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New Human and Robot template, easier to define strength of both due to new material structure (thanks Capnbubs!).
Also added "How to make your mod standalone using a template:"
Last edited by Control on Sat Jun 30, 2007 3:01 am, edited 1 time in total.
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Sat Jun 30, 2007 2:47 am |
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FireBlizzard
Joined: Wed May 23, 2007 12:08 pm Posts: 533 Location: In hells Ironic Punishment Department (Canada, ON)
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Thank you for all your help with my 1st weapon... (not gonna be posted just so everyone knows...)
EDIT 1 : now time to starrt my 1st actor coding (got the pics already...)
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Sat Jun 30, 2007 2:59 am |
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Draognshadow
Joined: Sun Jan 28, 2007 5:15 pm Posts: 61 Location: Azeroth
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Can someone please tell me how to make a material stick to the ceiling and walls? Or freeze in the air above you like the concrete gun?
I made a sprayer that sprays out a super material, but nothing I ave tried so far can get it to be like the concrete from the heavy concrete gun.
Thanks for the help.
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Sat Jun 30, 2007 7:17 pm |
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FireBlizzard
Joined: Wed May 23, 2007 12:08 pm Posts: 533 Location: In hells Ironic Punishment Department (Canada, ON)
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do you know how to make a weapon shoot explosive rounds instead of normal ones... and how bout electric rounds just so i can make a few different weps instead...
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Sat Jun 30, 2007 9:56 pm |
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Pyrorex
Joined: Sun Jun 24, 2007 6:13 am Posts: 505
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*coughminetemplatecough*
Messagelonginator, as the message was short and now it is not, meaning this thing works pretty well.
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Sun Jul 01, 2007 3:29 am |
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